Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Forced March = Military Engineering (under maintenance as of 22 April 2019)
   
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Tags: mod, Campaign
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1.222 MB
May 16, 2018 @ 2:48pm
Apr 12, 2019 @ 8:31am
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Forced March = Military Engineering (under maintenance as of 22 April 2019)

Description
NOTE, PLEASE READ BEFORE SUBSCRIBING: (added 22 April 2019)
Currently there are some issues where certain texts added in the latest patch (since the entire political system has been altered) are not shown correctly, which I am trying to fix as soon as possible. Thanks for the patience.

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The Forced March stance is horribly overused by the AI. I wanted to remove it, just for myself, as there are already mods out there doing this.

But as it cannot be completely removed anyway because it is hardcoded and you will always see the button, the idea grew to completely replace it with a new stance. I came up with the historically accurate Military Engineering. Armies that weren't directly engaged in military campaigns spent their time on building projects to keep them productive. Mostly this meant the building and maintenance of the roads, but they also occasionally engaged in local mining. I thought this would be the perfect option to replace Forced March with, the bonuses (listed in screenshot above) are ideal for a local defending stationary army.

I also edited the garrisoned situation, armies in towns now just get a morale bonus and no more public order, to make the bonuses of a garrisoned army in Military Engineering stance not stackable.

Save compatible and should work with all mods, except those that edit the army stances directly. Total overhauls like Radious might pose a problem too. Navy's Double Time remains untouched as I personally feel there's too much use for the player too.

And, yes, I know:

DEI did something like this already.
Divide Et Impera has changed Forced March into "Patrol Region", which shares some features with this stance (like a PO bonus and banditry reduction). As I never played DEI (mea culpa, I know, I moved over to other TW titles before getting into it) I found that out while looking stuff up working on this mod. I admit it was a bit of a bummer, as I actually and naively thought I had an original idea. I have considered coming up with something new, but I enjoy playing the vanilla campaign with this feature myself so I decided to share it as is. Just with the disclaimer (more like an honest pinky swear) that I came up with this idea myself. And of course it makes this mod not very compatible with DEI.

You are still ambushed when attacked in this stance.
I wanted to keep the no recruiting and no battle initiation features of Forced March as that works for this stance too, but originally I didn't want to keep the "always ambushed" feature. Sadly, that feature is hardcoded in the stance, so I had to keep it in. A good thing is that the AI doesn't use this feature nearly as much as far as I can see, because the increased movement range is removed, so begone cheesy "lure the AI into easy ambushes" tactics. You just have to take extra care yourself and don't use it when enemies are near.

Banditry reduction is still displayed in vanilla campaign.
The banditry reduction from the stance is currently displayed with the stance in vanilla and other campaigns not using the banditry feature. The stance still works, the banditry reduction just doesn't have any effect. I guess I could upload a non-banditry version to make it look a bit more polished, but as this one works for all campaigns anyway it just isn't a priority at the moment.

Any suggestions, feedback, feel free to post a comment!

One thing I want to find out from you guys: an army in this stance slowly improves the road network in the province each turn, and yes, it's stackable, so I'm not sure yet how OP this is. As roads don't have THAT much of an impact, I think it will turn out fine - at least in my campaign it did. But yes, feedback is very much appreciated.
39 Comments
DARKH0BBIT Nov 21, 2021 @ 2:56pm 
one work around that would be a bit of a resolution to this issue would be a pdf or screen shots of all the traits with there respective upgrades then theirs at least a way to reference them while in game if you could point me in the direction of the files to look through i can write something up for you ;)
DARKH0BBIT Oct 3, 2021 @ 11:08am 
just got back into rome 2 and realised i never replied to you :/ steams pretty shit at notifying me about comments. but i was going to say thank you for the amazing mod and your support for it!! though the text issue is there the concept of this mod brings much to the game that I've always felt was missing. if there is anything i can do to help feel free to let me know i'd be glad to
ikuzmin007 Mar 20, 2020 @ 6:39am 
Hi! Could you prompt me how to edit single-march regime?
Mr. Flibble Jun 21, 2019 @ 4:02pm 
Hey Snowieken, got a quick question for you.
Did you remove the banditry reduction part? Reason I ask is because I don't see the -3 for it listed while in the stance.
If you did remove it, may I ask, what would I need to do to add it back in as I have been running a banditry mod that adds it into the grand campaign and could use it now.

Thanks
Snowieken  [author] Apr 22, 2019 @ 8:47am 
No, it's not pestering, I value the feedback a lot - it's much more difficult to find issues on your own. Maybe I should put in a BETA disclaimer until I'm certain everything is fixed :-)
While I fixed the problem with the agent skills, certain other issues have popped up as well with the added features in the latest patches, and it's not easy to pinpoint and manually fix everything. I'll make sure I'll look into that a bit more the coming week, I should have some time to give this priority. I'll try to find a way to make the mod much more compatible with new patches without having to make a whole bunch of manual fixes everytime a new patch is released.
But again, feedback is very appreciated and don't feel bad for posting it!
DARKH0BBIT Apr 22, 2019 @ 1:56am 
There are a few traits and household cards that aren't displaying. Not trying to pester in any way just giving you the heads up. A few I saw are the: unfaithful husband, phlegmatic, beautiful wife and family duties as well as the flirt action in politics there are likely a few more small issues but these are the ones I have in my campaign so far. As far as everything else, seems to be working quite well. Appreciate the hard work my guy
Snowieken  [author] Apr 12, 2019 @ 10:09am 
Long overdue, the issue should be fixed now. There are still some pre-existing problems, like the Double Stance from the navy which I do want to replace in the (hopefully near) future. But for now, the mod should be very playable again with the current patch. Let me know if there are more issues. I do apologize for being so late, but as stated, at the moment I don't really play the game anymore so interest in modding has faded as well.
Snowieken  [author] Apr 12, 2019 @ 3:00am 
I'll be looking into it soon. As in today or tomorrow. Pinky swear.
DARKH0BBIT Apr 9, 2019 @ 1:17pm 
I can confirm that this does affect the trait and skill descriptions after sorting through all 19 mods for the last hour and half and testing each one as a group and individually I have singled it out to this one. If you don't have the time would you be willing to allow another modder to fix this issue
Chief Donut Feb 6, 2019 @ 9:47am 
I also have the agent description bug, just as the other guy described. Think there's anyway to fix that? I really like the mod!